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Что и куда нужно вставлять? Профан совершенно в данном вопросе.
Код:
/**
* Credits: Arkshine, https://forums.alliedmods.net/showpost.php?p=1567176&postcount=16
*
*/
#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <fun>
#include <csx>
/* Settings */
/* Enable action only for the privileged */
// #define ACCESS_FLAGS ( ADMIN_LEVEL_H )
/* Enable action only for teammates */
// #define ONLY_FOR_TEAMMATES
const HEALTH_TO_HEAL = 50;
const HEALTH_MAX = 100;
const HEAL_RADIUS = 300;
new const MODEL_V[] = "models/v_he_mk_nade.mdl";
new const MODEL_P[] = "models/p_he_mk_nade.mdl";
new const MODEL_W[] = "models/w_he_mk_nade.mdl";
new const SPRITE_EXPLODE1[] = "sprites/heal_explode.spr";
new const SPRITE_PROS[] = "sprites/heal_shape.spr";
new const SOUND_HEAL[] = "woomen_expr.wav";
/* End of settings */
enum {
XO_WEAPON = 4,
XO_CGRENADE = 5,
m_pPlayer = 41,
m_usEvent = 114
}
new const EXCLASS[] = "grenade";
enum { STATUSICON_HIDE = 0, STATUSICON_FLASH = 2 };
const flagSmokeEvent = (1 << 1);
#define IsSgGrenade(%1) (get_pdata_int(%1, m_usEvent, XO_CGRENADE) & flagSmokeEvent)
#define _GetEntOwner(%1) pev(%1, pev_owner)
#define _GetEntOrigin(%1,%2) pev(%1, pev_origin, %2)
#define _SetViewModel(%1,%2) set_pev(%1, pev_viewmodel2, %2)
#define _SetWorldModel(%1,%2) set_pev(%1, pev_weaponmodel2, %2)
new g_MsgId_StatusIcon, g_MsgId_ScreenFade;
new g_pFirstExplosion,
g_pPros,
g_pCircle;
new const VERSION[] = "0.0.3";
public plugin_init() {
register_plugin("Smoke: HealthNade", VERSION, "wopox1337");
g_MsgId_StatusIcon = get_user_msgid("StatusIcon");
g_MsgId_ScreenFade = get_user_msgid("ScreenFade");
register_touch(EXCLASS, "*", "CGrenade_ExplodeTouch");
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1");
}
public plugin_precache() {
precache_model(MODEL_V);
precache_model(MODEL_P);
precache_model(MODEL_W);
g_pFirstExplosion = precache_model(SPRITE_EXPLODE1);
g_pPros = precache_model(SPRITE_PROS);
g_pCircle = precache_model("sprites/shockwave.spr");
precache_sound(SOUND_HEAL);
}
public Event_CurWeapon(pPlayer) {
enum { WeaponID = 2 };
if(read_data(WeaponID) == CSW_SMOKEGRENADE) {
#if defined ACCESS_FLAGS
if(!IsUserHaveAccessToUse(pPlayer)) return;
#endif
OnPlayer_SetViewModels(pPlayer);
Send_StatusIcon__Cross(pPlayer);
}
else Send_StatusIcon__Cross(pPlayer, .status = STATUSICON_HIDE);
}
public grenade_throw(pPlayer, pEnt, w_id) {
if(w_id != CSW_SMOKEGRENADE)
return;
#if defined ACCESS_FLAGS
if(!IsUserHaveAccessToUse(pPlayer)) return;
#endif
OnGrenade_SetWorldModel(pEnt);
}
public CGrenade_ExplodeTouch(const pEnt, const pOther) {
// Filter to another grenades type
if(!IsSgGrenade(pEnt))
return;
static iOwner; iOwner = _GetEntOwner(pEnt);
#if defined ACCESS_FLAGS
if(!IsUserHaveAccessToUse(iOwner)) return;
#endif
static Float: fOrigin[3], iOrigin[3];
_GetEntOrigin(pEnt, fOrigin);
FVecIVec(fOrigin, iOrigin);
// Show visuals
Send_Explode(iOrigin);
Send_Pros(iOrigin);
Send_ShockWave(iOrigin);
OnGrenade_PlaySound(pEnt);
// Removed default smoke entity, and his detonate event accordingly
OnGrenade_RemoveByTouch(pEnt);
// Action on near players
HealPlayersOnRadius(iOwner, fOrigin);
}
stock HealPlayersOnRadius(pInflictor, Float: fOrigin[3]) {
for(new pPlayer = 1; pPlayer <= MaxClients; pPlayer++) {
if(is_user_alive(pPlayer)) {
#if !defined ONLY_FOR_TEAMMATES
if(get_user_team(pInflictor) != get_user_team(pPlayer))
continue;
#endif
#pragma unused pInflictor
static Float: playerOrigin[3];
_GetEntOrigin(pPlayer, playerOrigin);
if(get_distance_f(fOrigin, playerOrigin) < HEAL_RADIUS)
OnPlayer_HealEvent(pPlayer);
}
}
}
stock OnPlayer_HealEvent(const pPlayer) {
set_user_health(pPlayer, min(get_user_health(pPlayer) + HEALTH_TO_HEAL, HEALTH_MAX));
__UTIL_ScreenFade(pPlayer);
}
stock OnPlayer_SetViewModels(const pPlayer) {
_SetViewModel(pPlayer, MODEL_V);
_SetWorldModel(pPlayer, MODEL_P);
}
stock OnGrenade_SetWorldModel(const pEnt)
engfunc(EngFunc_SetModel, pEnt, MODEL_W);
stock OnGrenade_RemoveByTouch(const pEnt)
engfunc(EngFunc_RemoveEntity, pEnt);
stock Send_StatusIcon__Cross(const pPlayer, status = STATUSICON_FLASH) {
message_begin(MSG_ONE_UNRELIABLE, g_MsgId_StatusIcon, .player = pPlayer);
write_byte(status);
write_string("cross");
write_byte(0);
write_byte(255);
write_byte(0);
message_end();
}
stock OnGrenade_PlaySound(const pEnt)
engfunc(EngFunc_EmitSound, pEnt, CHAN_WEAPON, SOUND_HEAL, VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
stock Send_Explode(iOrigin[3]) {
emessage_begin(MSG_PVS, SVC_TEMPENTITY);
ewrite_byte(TE_EXPLOSION);
ewrite_coord(iOrigin[0]);
ewrite_coord(iOrigin[1]);
ewrite_coord(iOrigin[2] + 65);
ewrite_short(g_pFirstExplosion);
ewrite_byte(30);
ewrite_byte(20);
ewrite_byte(TE_EXPLFLAG_NOSOUND | TE_EXPLFLAG_NOPARTICLES);
emessage_end();
}
stock Send_Pros(iOrigin[3]) {
emessage_begin(MSG_PVS, SVC_TEMPENTITY);
ewrite_byte(TE_SPRITETRAIL);
ewrite_coord(iOrigin[0]);
ewrite_coord(iOrigin[1]);
ewrite_coord(iOrigin[2] + 20);
ewrite_coord(iOrigin[0]);
ewrite_coord(iOrigin[1]);
ewrite_coord(iOrigin[2] + 80);
ewrite_short(g_pPros);
ewrite_byte(20);
ewrite_byte(20);
ewrite_byte(4);
ewrite_byte(20);
ewrite_byte(10);
emessage_end();
}
stock Send_ShockWave(iOrigin[3]) {
emessage_begin(MSG_PVS, SVC_TEMPENTITY);
ewrite_byte(TE_BEAMCYLINDER);
ewrite_coord(iOrigin[0]);
ewrite_coord(iOrigin[1]);
ewrite_coord(iOrigin[2]);
ewrite_coord(iOrigin[0]);
ewrite_coord(iOrigin[1]);
ewrite_coord(iOrigin[2] + HEAL_RADIUS);
ewrite_short(g_pCircle);
ewrite_byte(0);
ewrite_byte(1);
ewrite_byte(5);
ewrite_byte(30);
ewrite_byte(1);
ewrite_byte(10);
ewrite_byte(255);
ewrite_byte(40);
ewrite_byte(255);
ewrite_byte(5);
emessage_end();
}
stock __UTIL_ScreenFade(const pPlayer, iColor[3] = {170, 255, 0}, iAlpha = 80, Float: flFxTime = 1.0, Float: flHoldTime = 0.3) {
const FFADE_IN = 0x0000;
emessage_begin(MSG_ONE_UNRELIABLE, g_MsgId_ScreenFade, .player = pPlayer);
ewrite_short(FixedUnsigned16(flFxTime));
ewrite_short(FixedUnsigned16(flHoldTime));
ewrite_short(FFADE_IN);
ewrite_byte(iColor[0]);
ewrite_byte(iColor[1]);
ewrite_byte(iColor[2]);
ewrite_byte(iAlpha);
emessage_end();
}
stock FixedUnsigned16(Float:flValue, iScale = (1 << 12)) {
return clamp(floatround(flValue * iScale), 0, 0xFFFF);
}
stock IsUserHaveAccessToUse(const pPlayer) {
// Anytime we can add other checks, like cached bool
return (get_user_flags(pPlayer) & ACCESS_FLAGS);
}
stock IsAllowedToUse() {
return true;
}